#version 450

#extension GL_ARB_separate_shader_objects : enable

#extension GL_ARB_shading_language_420pack : enable

layout(location = 0) in vec2 v_TexCoord;

layout(location = 0) out vec4 o_Color;

layout(binding = 1) uniform sampler2D texSampler;

void main() {
  o_Color = vec4(texture(texSampler, v_TexCoord).rgb+vec3(0.2,0.2,0.2), 1.0);
}